about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by TheCatmurderer

Just to confirm, will Blade Blast blow up BVs on your totems?

Yeah, Blade Blast does detonate Blade Vortexes on your totems.

about 4 years ago - /u/Bex_GGG - Direct link

Originally posted by Realyn

Gonna ask here too, any numbers on spectre levels for 21 to 25?

  • Gem Level 21 - 78
  • Gem Level 22 - 80
  • Then +1 Spectre Level per gem for gem levels 23+
about 4 years ago - /u/Bex_GGG - Direct link

Originally posted by Phasadet

Im confused, In the videos it looks like you teleport when you detonate stormbind. But in the gem there is no mention of this?

We removed the teleport aspect of it.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by nickrei3

what about specter (slashed miscreation who casts bv)? and is the bv totem behaving the same way as before?

It's only you or things that use your own damage stat's Blade Vortexes that you can blade blast, so minions using Blade Vortex won't be included. Blade Vortex totems appear to have their functionality unchanged!

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Werezompire

"if mana cost is not higher than the maximum you could spend"

What's this mean?

If you raise the mana cost of the skill above your maximum (unreserved) mana, such that it is impossible for you to ever cast the spell at that cost, the damage bonus stops applying.

It does not care about current mana, only maximum. It prevents you abusing things like indigon to raise the cost a spell after you cast it, way beyond the amount you could actually have paid for it, by no longer granting damage based on the cost if that cost isn't one you could have paid.

The does understand what you'll actually pay the cost with - if you have blood magic, it will compare the mana cost to max unerserved life instead, if you have EB it will compare the mana cost to max ES plus max unreserved mana.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by cairnjewel

Runes deal 100% more damage for each time they have been improved

Runes can be improved 4 times

Am I reading this right? Stormbind can have 400% more damage?

I've checked into it, the description is confusing/inaccurate, I'll confirm exactly how the Stormbind damage functions and get the info to you guys.

Edit: It looks like it should be "Runes can be improved 3 times", there was confusion between the runes having four stages and being improved 3 times.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by butsuon

Wooo thank you. I poked Bex about it, but we also need to know about the "per 24 mana spent" part and increases in mana cost.

E.g. Archmage + Stormbind spends a hell of a lot more than 24 mana.

Archmage doesn't support Rune Blast, only Stormbind. You can make very expensive runes, but you'll need to rely entirely on increases to mana cost and supports that can apply to Rune Blast (Like Infused Channelling) if you want to increase the amount of mana Rune Blast spends.

about 4 years ago - /u/Hrishi_GGG - Direct link

Originally posted by Werezompire

Thanks for the clear explanation.

Does it boost damage for repeat uses via Unleash or Spell Echo?

It does. Think of it as an added lightning damage support where the value is calculated off the supported skill's mana cost.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Ajido

The news article says you can load up supports for a higher cost with more damage, so it should increase beyond 20%. Though in the article the cost was 15% and not 20%, but I doubt that part changed. Maybe /u/Rory_Rackham or /u/Bex_GGG can chime in to confirm.

Also curious to know if reduce mana reservation can bring the cost down a little bit?

Spellslinger sets the reservation cost of linked spells to 15% of your maximum mana, with support gem mana multipliers have a direct impact on this reservation cost. This makes it a cheap way to trigger unsupported spells, or lets you reserve larger values of mana for devastating fully supported spells.

https://www.pathofexile.com/forum/view-thread/2781455

The value was updated to 20%, but it works just like Blasphemy, so mana multipliers and reservation cost modifiers affect the reservation cost, just not effects that apply to mana cost like flat cost modifiers or Inspiration Support

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Fala1

Is the 24 mana correct?
Rune blast has a 14 mana cost and a 0.2 cast time, meaning it would upgrade a rune in 0.34 seconds base, and that's before you add 5 mana multipliers and cast speed.

24 mana is correct for rune upgrading. You upgrade quite rapidly, though if you place multiple runes (Which you usually want to do because their areas can overlap) you'll upgrade runes in the area one at a time, so charging 9 runes is more time consuming if you want the largest possible damage burst.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Verlerbur

How does the new spellslinger work? The wording is a bit confusing - if I link a spell to it and link a support gem with 130% mana multiplier, is my reservation still 20% for the spell, or is it now 26%?

If you support a Spellslinger'd skill with a 130% mana multiplier, it will increase the reservation cost to 26% of your mana. It works just like Blasphemy supporting a curse, hence the wording.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Mountebank

So Archemage Support will also add damage if you're using Blood Magic or EB? And it'll change the cost to 6% of the your max unreserved life or ES?

So Archemage Support will also add damage if you're using Blood Magic or EB?

Yes

And it'll change the cost to 6% of the your max unreserved life or ES?

No.

Archmage Support does two different things.

1) It sets the base mana cost of the skill (before any mana multipliers from supports) to a value which is either:

  • x% of maximum unreserved mana, or
  • what it would have been anyway

whichever is higher. This explicitly checks your unreserved maximum mana. This has nothing to do with paying the cost, it's just determining what the value of the mana cost is, and using unreserved max mana to do so. Modifiers that change how you pay costs have no place here.

Nothing will make this modifier look at any other value. Just like nothing makes Omeyocan's "chance to Dodge Attack and Spell Hits per 500 Maximum Mana" modifier look at anything other than mana.

2) It grants additional lightning damage, which is scaled by the (final, after all modifiers) mana cost of the skill, and is conditional on being able to theoretically pay that cost - this cares about how you pay for mana costs, so comares to the maximum value you can hold of whatever resources you would use to pay that cost. So this comares the mana cost of the skill to unreserved max life wth BM, or to max unreserved mana + max ES with EB.

So if you have Blood Magic from the keystone, rather than the support, then the 1st thing will have no effect on the mana cost of the skill, since a percentage of 0 will always be a lower value than the regular base mana cost. The second thing will grant added lightning damage, based on the (unchanged) mana cost of the skill, provided your amount of unreserved max life is enough that you could theoretically pay the cost - regardless of whether you have enough current life to do so right now.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Xdivine

What happens if you make the spell free with vaal clarity or something? Does it just temporarily stop getting the damage bonus?

If the skill's cost is zero, so is the added damage.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Mountebank

Rory, can you interact with your own totem's Stormbind? Can your totems lay down runes via one copy of Stormbind, and you improve with Rune Blast from another copy of the gem?

Yep to both, you can interact with your totem's Stormbind, the Spell Totem Support doesn't apply to RuneBind so you don't need another copy of the gem, but you can get another copy anyway to maximize cost/cast speed.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by astral23

u/Mark_GGG will the heierophant ascendancy node that give 50% less mana cost of skills will affect archmage support ?

Yes. It modifies the mana cost. Archmage grants lightning damage based on the mana cost.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Keljhan

Do you? Rune blast has a higher mana cost but storm bind just says you can improve runes by spending 24 mana. I'm not sure you need to channel Rune Blast specifically to spend that mana.

If you channel Stormbind with Archmage support, you can probably go through about 150% of your mana per second and fully charge the runes in an instant. Then hopefully just tap Rune Blast to detonate the whole field.

/u/Rory_Rackham can you confirm this is how it works? Or does 24 mana have to be spent on Rune Blast specifically to improve the runes?

E: Well, pity. I was real excited for a second there. Hopefully it's not too clunky.

That 24 mana needs to be spent by Rune Blast, and Archmage Support can't apply to Rune Blast, only Stormbind itself. You can increase the cost other ways.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by LunaticSongXIV

if you have blood magic, it will compare the mana cost to max unerserved life instead, if you have EB it will compare the mana cost to max ES plus max unreserved mana.

Ah, so another violation of basic wording principles. Mana doesn't mean mana in this case.

The modifier in question is: "Supported Skills gain Added Lightning Damage equal to x% of Mana Cost, if Mana Cost is not higher than the maximum you could spend"

That only uses the word mana when describing the mana cost, which is a mana cost. It explicitly does not say mana when referring to what it can't be higher than - it says "the maximum you could spend". No mention of mana there at all. If you have blood magic, then you pay mana costs by spending life instead of by spending mana, so "the maximum you could spend" is life, not mana.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by eMbbuZomg

Slightly offtopic, but very relevant with all these mana casters coming, ~the issue existed 3months ago but i am not able to test right now. Arcane capasitor node on tree that gives arcane surge on kill overwrote the lvl 20 arcane surge of main skill lowering dmg,castspeed,mana regen for 4sec everytime it procced, and a fresh lvl 20 arcane surge never overwrote it, meaning you are left with either wasted node or wasted support gem

( i made a more detailed post on bug report forums few months back if what i mean isnt clear https://www.pathofexile.com/forum/view-thread/2646069 )

Looks like this is no longer the case, it uses the highest value Arcane Surge. Not sure when this was changed though!

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by MortiferDec

I am correct in thinking that if you link say Fireball and Artic Breath, they will trigger at the same time, and not in sequence like other trigger methods?

Multiple Spellslinger'd skills can trigger at the same time, unless they somehow share a cooldown.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Mountebank

If you're using a two gem setup, what determines the damage? The Stormbind setup or the Rune Blast setup? Or a combination of the two?

The Stormbind setup determines the damage, the Rune Blast is only for charging it up.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by sam_galactic

What do totems do when linked to Stormbind? Do they just lay the runes, do they runeblast too, or does it matter what skill you summon the totem with? Can you have 2 copies of Stormbind, one linked to spell totem, then self cast stormbind while your totems rune blast away (or the other way around)?

Rune Blast can't be supported by Spell Totem, so you only need one setup unless you want to really maximize both skills. You have to be using Rune Blast yourself, but your totem will keep placing the runes.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Diconius

What a damn joke, make skills based on mana, then make the only mana based ascendancy completely unviable to use them.

Rewarding you for spending lots of mana is different from giving a modifier that lets you spend less mana. Just because both are related to mana does not mean they should work together.

This is not new - there are several effects in the game already that reward you for how much mana you spend and are better if you pay high costs than if you reduce those costs and pay smaller amounts.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by SwiggleMTG

Does spending over 24 mana spill over and upgrade more runes?

You can upgrade multiple runes with one tick, but each rune can only go up one level at a time, so it spread out the upgrades in the very high cost situation.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by a_rescue_penguin

So if I may use a hypothetical to try and help understand this.
You cast a lingering spell like Storm Brand without archmage, then you use something like Indigon with a secondary skill to raise your spell damage while your brand is sitting on an enemy, the damage of your brand in a moment by moment basis is determined by your current stacks of indigon?
And if you had casted it with archmage, and the mana cost ever exceeds 100% of your castable mana, the archmage support will stop working until the mana cost returns back to a castable value?

Yes.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Parashroom

Do I have to aim at each individual rune? Or can I just aim at the middle and the charges will spread?

The charges spread out to adjacent runes, so you can aim in the general direction without having to focus on individual runes unless you want to be very precise with your upgrading.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by poenewplayer

So if you get "% reduced mana cost of Skills", it actually nerfs your damage?

Yes. The added damage is directly based on the skill's mana cost. Lowering that will lower the damage. Archmage wants you to be a big spender, and rewards that.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by FHStats

Do multiple totems contribute to the same grid of runes?

They do, each storing their own damage in the individual runes they placed. It'd be a fast way to deploy a large rune field.

about 4 years ago - /u/Hrishi_GGG - Direct link

Originally posted by Lmntalist

If we say this adds 200 lightning damage for example. Does this add as both a min and max value: 200-200 lighting damage, or as a max value only: 1-200 lightning damage?

I'm asking since lightning damage usually behaves like the latter example, 1-200, but these new gems doesn't specify added *maximum* damage

Yep, it adds both min and max lightning damage.

about 4 years ago - /u/Hrishi_GGG - Direct link

Originally posted by Rumstein

How does Arcane Cloak interact with increased mana cost? No change as it's always 64% of current mana (and reduced cost would make the skill worse)?

Arcane Cloak always spends the percentage that it specifies on the gem, you are not able to change that value with mana cost modifications. So with some increased mana cost in your build, it will still spend 64% of your current mana with a level 20 gem.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by wiljc3

Though I think I know the answer, one last thing I'm not 100% clear on.. Is the reservation per Spellslinger gem or per linked spell?

IE, if I 6 linked Spellslinger, Ethereal Knives, Bladefall, and 3 supports, I assume it would function like Blasphemy where I'd have an EK aura and a Bladefall aura?

The part that's throwing me off is that the text on the gem uses plurals throughout - "Reserve mana based on the supported spells", "trigger the supported spells", etc.

Activating Spellslinger gives you reservation equal to the combined reservation of each spell it is linked to. It acts as one button/buff activating reservation/triggering on multiple spells.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by knetmos

How many blades does bladefall/EK generate per cast? Thats a very important information for anyone considering playing blade blast

I'll get those gems added, they now have some additional info on them that modify the number of blades.

about 4 years ago - /u/Hrishi_GGG - Direct link

Originally posted by welpxD

That part isn't clear. I assume if it were maximum (top-range) damage, it would say maximum. But it's possible that Archmage is exactly half as good as it looks.

To be clear, it adds to both minimum and maximum lightning damage. So in the above example it would add 100-100 damage.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by krameriffic

The wording that the reservation cannot be modified is weird. Does that mean that no matter what supports or passives, it costs 20% of your mana?

EDIT: one of the GGG posts confirms that multipliers/reduced mana cost do affect it.

Spellslinger works out it's reservation by adding together the mana reservations of each individual supported skill. Modifiers already were applied to those values, so they don't apply (again) to Spellslinger to prevent double-dipping.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by MoeFantasy

can you explain what does the "cannot be further modified" on Spellslinger referring to? Reduced mana reservation from tree cannot apply to it? Using Essence Worm does not affect it?

Spellslinger makes the supported spells have a mana reservation (base 20%), and mana multiplers, etc will apply to those.

It then works out it's own reservation by adding up all the (final) reservations of the supported skills, and using the total.

Modifiers don't apply to it's reservation because they already applied to the things it adds up - applying them again would be double-dipping.

It's done this way so that if you for whatever reason have a support that only apples to one of the skills, only the reservation from that skill will be affected by that support.

So for example if you want to use spellslinger to cast both Ice Nova and Frostbolt, and want GMP support on Frostbolt, GMP doesn't support Ice Nova, so Ice Nova will stay at 20% reservation, while Frostbolt is raised to 33% reservation by the 165% mana multiplier on GMP.

Spellslinger then adds those together, getting 53%, so turning Spellslinger on will reserve 53% of your mana.

This is obviously better than trying to apply the 165% mana multipler to spellslinger after it totals the reservations of individual skills.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by tehskies

does eb also increase the gains from arcane cloak?

EB only applies to costs - Arcane Cloak has zero mana cost, it spends mana as part of it's effect when cast. This isn't a cost, so EB (and other cost-specific modifiers) will do nothing.

Blood Magic isn't restricted to costs, and affects any spending by skills, so would make that spend life instead. Given that the effects of Arcane Cloak are scaled specifically on the amount of mana that gets spent, this is a suboptimal build choice.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by WhyDoISuckAtW2

/u/mark_ggg

Spellslinger doesn't say it doesn't work with minions. :O

Supported Skills have Added Spell Damage equal to 100% of Damage of Equipped Wand

So we are only adding the local damage numbers of my wand to my minions supported by spellslinger? IE if my wand has 100-200 physical damage, 50-80 fire damage, and 1-4 chaos damage when I hover over my wand, all of these numbers are added to spells of my minions?

And no other modifiers are carried over by spellslinger to the minion's spells? (such as "gain % of elemental damage as chaos damage", or increased spell damage, or cast speed)

No. Spellslinger does not modify the skills of minions.

If it did, the effect would have nothing to do with your wand - your minions don't have that. In that hypothetical case, the minions would get the stat saying that spells have added damage based on the damage of equipped wands. If those minions then had wands, their spells would theoreticall be able to gain damage based on that. The vast majority of minions do not have wands for that to interact with.

You are correct that only the wand's damage is looked at by spellslinger. If you look at your wand, it shows damage values in the section above the mods and requirements. Those values are the wand's damage, and those are the only thing Spellslinger looks at. Local modifiers on the wand will change those, nothing else can.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Rumstein

I don't think it cares about current mana, only maximum available to spend.

You can spend 100% of your unreserved mana to cast your skills, and they will get the damage buff, but if your mana cost goes above 100% of unreserved mana the damage stops working entirely.

This means indigon use would be a very fine balancing act to maintain 95-ish% mana cost.

This is correct. Current mana has no effect. Just that the maximum amount of mana you could currently, theoretically hold, would be enough to pay the cost.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Lmntalist

Following up on this hypothetical.

If the Storm Brand is supported by Archmage Support and the mana cost fluctuates due to stacks of Indigon (but remains below the threshold of being 'castable'), does that also fluctuate the added damage from Archmage on a moment by moment basis on the Storm Brand already placed on the ground? (aka no snapshotting from Archmage support)

Yes. The damage changes if the mana cost does.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Diconius

So you understand that making totems not work with it, but brands allowed is a complete mistake then right? One can be cast once and infinitely refreshed for free, the other has to be cast at each pack like ANY OTHER SPELL. Stop shitting on totems.

Totems make the skills cost no mana when they use them, so it wouldn't be able to work with them anyway.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Totalnoob69

Is arcane cloak affected by global increases to mana cost such as indigon?

Does spending that mana count towards mana spent for indigon?

Is arcane cloak affected by global increases to mana cost such as indigon?

Technically yes in that it's possible to raise it's mana cost above zero and then modify that with % modifiers. That won't have any effect on what the skill does though. The spending the skill inherently does is not a cost, and it's other effects only care about the amount of mana spent on that, not on costs.

Does spending that mana count towards mana spent for indigon?

It is spending, so yes.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by gunofdis

Where in the attack animation does spellslinger trigger?

At the specific point you fire wand projectiles. Uses the same tech we added for Void Shot's trigger.

If the attack skill fires projectiles multiple times (barrage) it will try to trigger for each time, but in practice the cooldowns on the triggered spells will likely not have time to expire between successive shots of a barrage.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by cybob101

with animate weapon, in the patch notes

Minions now deal 10% more damage at gem level 1, up to 48% more at gem level 20. Note that there was previously similar (but numerically higher) bonus listed on the skill gem that, as it turns out, did nothing.

does this mean, it no longer has the 252% dmg effectiveness? and is just 100% dmg effect + the more dmg multiplier on the gem? becausee if thats the case, the numbers for animate weapon are strictly worse than skeles in every single way and are harder to keep up...

also the wording makes it seem like it overwrites the consumed weapons flat damage with physical based off of the skill level. Is this the case? or is it added to the consumed weapon?

why is there a difference between consuming a weapon and consuming a lingering blade? it seems like it is specifically a nerf to where a player would want the most dps? or is it that lingering blades gain that as additional in addition to the minions deal x dmg line?

is there accuracy numbers for animate weapon?

it no longer has the 252% dmg effectiveness?

It never actually used this value, so when balancing it this really threw off our original values. It now has a value that is actually used!

It adds damage to the weapon damage, doesn't replace it. The reason a lingering blade gets extra damage is because by default, it only has the damage stats of a Glass Shank, so needs that extra damage to keep up.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by SethKeltoi

Does Rune Blast specifically require mana to charge runes or will spending Energy Shield with Eldritch Battery charge the runes as well? Or life, in the case of Blood Magic.

Rune Blast specifically requires mana, Blood Magic will do nothing, I believe Eldritch Battery is the same.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by TimeTroll

What happens if I have ancestral bond with Stormbind can I manually detonate my runes and still deal damage as they were placed by the totem? This is the only part im confused on.

The Stormbind is the skill doing damage, so as long as your totems cast it, Ancestral Bond won't prevent the skill doing damage.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Quote_a

What's the radius on Blade Blast? I'd like to know so I can check for AoE cutoffs on my starter build. Would also be good info to know in the future in case someone wants to try to calculate total DPS from overlaps or some such thing.

The base radius is 18 units, with a bonus +6 to range for finding blades to detonate around that explosion.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by AkumaNoDorei

Does using 2 separate Spellslinger link groups just give you 2 activation buttons with different reservation values and doesn't change proc behaviour?

That's right, separate spellslingers are separate buttons to press so in that situation you can control their activation separately.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by turtlebreathy

will the EK description include blade placement, specifically when interacting with pierce/chain/fork? if not, can some clarification be provided about how this will work?

The blades are placed when they stop, so piercing/chaining projectiles will only place a blade when they finally land, while forking projectiles could potentially place two blades (though not every projectile thrown leaves a blade).

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by MostlyEffort

Does that apply to Bladefall/EK as well? Meaning, can I Blade Blast or Animate Weapon blades left in the ground by spectres that have cast either of those skills? I'm thinking specifically of the Undying Ravagers found in Act 8's Sarn Ramparts.

No existing spectres leave blades with EK or Bladefall, but they may in future.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by H4xolotl

When it detonates the blades in your Blade Vortex, does each blade detonated have an individual explosion that grows bigger or is it part of one big explosion?

Each blade vortex detonated blade has an explosion, so they get bigger as each one detonates in sequence.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by thepush

So Bladefall/EK totems leave blades I can detonate with Blade Blast? And furthermore: What about Blade Blast + Unleash? Does it start detonating again? Like... if I cast it on a totem that's still generating blades (or four totems)?

Blade Blast with Unleash can start a new detonation sequence, but not on a Blade Vortex already being detonated. It's only really useful if you're reaching the limit on the number of blades Blade Blast can detonate total, not on Blade Vortexes.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by eckamon

Does Kinetic Bolt work with Iron Will- either from the support gem or the repentance gloves, both/neither? Thanks <3

Iron Will won't support it, but Repentance seems to work. This won't stack with Iron Grip, but Iron Will does let it expand to all damage, not just physical damage.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Raicoron2

Can't you still use Indigon until the cost equals your max mana? Wouldn't people just figure out how many casts they can do every 4 seconds? I know it's a really high mana increase, but hiero has 50% less mana costs which should help by allowing you to get 2-4 casts in before indigon turns off archmage on the 3rd-5th cast. On brand skills the damage would keep going long after the actual cast.

Can't you still use Indigon until the cost equals your max mana?

Absolutely.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Rumstein

Which of course includes both mana and ES with EB right?

Also, Arcane Cloak is unaffected by mana cost, but does it count total ES and mana if you have EB? Or does it rely on actual mana available and spent?

EB only changes what you spend for costs, not all spending (this is why it doesn't affect reservations). It doesn't change what Arcane Cloak does.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by knetmos

Follow up question, bladefall has 5 volleys, will a triggered bladefall leave 2 or 3 blades? (50% less blades on 5 base)

I've investigated... and found out that Bladefall actually still has 6 volleys... it's just being described incorrectly. We're going to update the gem now.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Quote_a

Thank you! Followup: is the +6 bonus range affected by AoE modifiers, or is it a flat +6 to the radius of the explosion after AoE modifiers?

The bonus range is affected by area modifiers, it seems!

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by H4xolotl

So the enemy is hit 11 times?

By Blade Blast, yeah. Blade Vortex can still keep ticking damage on the targets as well, as blades are detonated.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by MtNak

Rory, we don't see Unleash Support and Awakened Unleash Support gems?

Also, why the nerf to Animated Weapon's movement speed per quality? Thought you wanted to buff them.

Looks like Unleash was missed on this list, but it has no changes other than the values specified in the patch notes.

Animated Weapon had more move speed moved to its base stats, so getting high quality isn't as important as it was before, and move speed from other sources has much more effect.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by SchiferlED

If you have 2 spellslinger setups in different pieces of gear, do they share a cooldown, or can they both trigger at the same time?

The only cooldown that matters for triggering is the individual skill's cooldown, so the same skill in separate spellslinger setups would share a cooldown, so that's a bad idea.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Person454

Similar question, for EK, does it round up or down for the number of knives it leaves?

In general, effects will round down.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by HandsomeJh

Mark could you answer a question for me? If the spell has a base cost of 6% of unreserved maximum mana are those 6% then increased by mana multipliers from Support gems?

Yes

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by SureOkThanks

Does that mean if you have 100% Mana reservation and eb it will cost ES to cast, but have no effect?

Sorry, this confuses me.

Arcane Cloak has a mana cost of 0. That is the only thing EB would apply to.

The thing it does when cast is to spend a % of your current mana. If you have no current mana, such as in your example, this will do nothing. This is not a cost, so nothing that affects specifically costs will apply to it.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by WhyDoISuckAtW2

If it did, the effect would have nothing to do with your wand - your minions don't have that. In that hypothetical case, the minions would get the stat saying that spells have added damage based on the damage of equipped wands. If those minions then had wands, their spells would theoreticall be able to gain damage based on that. The vast majority of minions do not have wands for that to interact with.

So you are saying that because the minion itself does not have its OWN spell linked to "spell slinger support" that it's not supporting the minion's skills?

To clarify: minions can still be casted by spellslinger, but the minion's skills aren't affected by spellslinger's modifiers.

Can spellslinger get the same text as unleash? "Cannot modify the skills of minions"

Yes, it was supposed to have that same disclaimer, and will be updated.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Sorryitsnotpersonal

u/Mark_GGG does poet's pen phys damage/level apply to your spellslinger spells?

No.

If you look at your wand item, it lists it's specific damage values near the top of the item popup, above all the mods. Those values are what spellslinger uses. Anything that does not change those values on the item popup for the wand will not interact with spellslinger.

Local modifiers on the wand can change those values, in which case spellslinger will use the modified values.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Melkrow2

What is 50% of 3 blades as far as EK + Blade Blast is concerned?

I've looked into this a bit more, it's semi-random rather than rounding down with blades being left behind. It'll average out to ~50% of blades over multiple casts, but per cast can vary up or down by one.

about 4 years ago - /u/Rory_Rackham - Direct link

The Bladefall change warrants some explanation, mainly because nothing has actually changed. When setting up the skill gem's Labyrinth enchantments, we unintentionally used the same stat description for both, which resulted in the skill gem saying it would have 'additional Volleys'. This was never the case -- Bladefall always had and was always intended to have 5 volleys by default. When updating the description on the website's gem, there was a bit of a miscommunication. For that, we apologise. Bladefall still just has 5 volleys, and the Labyrinth enchantment still adds additional volleys. Nothing has changed, we've just fixed the description.

about 4 years ago - /u/Hrishi_GGG - Direct link

Originally posted by Wires77

Hey Hrishi, thanks for all this mana stuff to play with! Does manastorm or arcane cloak take precedence when you use it? Which buff gets applied, since I assume they don't both work at full value

Arcane Cloak will first spend the mana that it says, and then any remaining mana will be sacrificed by Manastorm. So in the above example, you'll use 64% of your mana with Arcane Cloak first, granting some damage based on that. Then Manastorm will sacrifice the remaining mana and grant a bit more damage. And my pleasure, I hope people like it!

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Abdiel_Kavash

Does this understand mechanics that let you use a skill without having to pay the full cost? Something like Soul Taker -- obviously this one is attack only; but if such a modifier existed for spells (honestly, these days I'm not even sure whether it does) -- would the second part be bypassed?

Suppose my maximum mana is 100, the spell I'm trying to cast costs 200 mana, I have "Insufficient Mana doesn't prevent your Spells" and no other overriding mechanics (EB, BM, etc.). Do I get the damage bonus?

Yes. That modifier only changes how much you spend, it never changes the cost.

I misread the question. In the example you give, the maximum you could spend is your maximum mana (100). Raising the mana cost above that will mean no added damage.

If instead the cost was higher than your current mana, but lower than maximum, then you would get the damage bonus.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by eating-you-chief

If you have a wand that deals physical damage but you have 100% phys to lightning conversion from modifiers outside the wand does it add lightning damage to the spell?

No, it adds physical damage to the spell. Then unless your phys->lightning conversion was attack-only, that will convert the added physical damage.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by H4xolotl

So Bladefall was 5/6th as strong as people thought it was for ages?

Sorta; The total area you saw was still being applied, and there was the same amount over overlap; It was better for the critical chance stats on the gem, but less total area if you knew the size of each damage area and their distances between them.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by welpxD

So a triggered/totemed cast of Bladefall would leave 2 blades, then, assuming no lab enchant? And 3 with the lab enchant?

After some investigation, it seems that it randomly drops two or three if you have 5 volleys, picking randomly based on action id, which is close to random.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by semidryhamonrye

Asking for an umpteenth clarification; EB will not increase the damage of spells supported by Archmage, but will increase the likelihood of having resources to cast the supported spell?

Correct

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by eating-you-chief

Does that hold true for the new Storm's Hand cluster notable "25% of Wand Physical Damage converted to Lightning Damage"? This notable doesn't specify attacks with wands, just "wand physical damage". Sorry if these questions are basic.

That will not apply to spells, no.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Colonel_Planet

/u/Mark_GGG How does Manastorm interact with Arcane cloak? Say for example i cast cloak with 1000 mana, do i spend 64% and then sacrifice the rest to manastorm? Or do i still get the full 1000 manastorm buff?

1) You pay Arcane Cloak's cost of 0 mana.

2) Immediately after paying the cost, Manastorm sacrifices all your mana, and grants added maximum lightning damage based on that value. Arcane Cloak spents a % of mana.

3) Arcane Cloak's effect happens, and it has no mana to spend. It therefore doesn't do much. Manastorm sacrifices the rest of the mana.

EDIT: I got this wrong because I forgot that on-skill-use effects happen after the skill's effect for instant skills.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by [deleted]

So just to hypothetically try to take this too far:

I'm playing a character with 3k mana, using an arbitrary spell with archmage and four other supports with mana multipliers 140%, 140%, 130%, and 130%. This is socketed in a Hiltless for level 1 blood magic (245%) that also has the onslaught corruption (110%). The final cost for the skill would be 0.06*3000*1.4*1.4*1.3*1.3*2.45*1.1= 1606.8 life. Between the quality on archmage and a fevered mind I have net 60% increased mana cost of skills bringing the cost to ~2570 life. This would add ~3265-3265 lightning damage to the spell (modified by added damage effectiveness) for the entire duration of the spell assuming my maximum life doesn't somehow drop below 2570?

Also as a general mechanics question at what point would the +50 total mana cost from doedre's malevolence be applied here?

This would add ~3265-3265 lightning damage to the spell (modified by added damage effectiveness) for the entire duration of the spell assuming my maximum life doesn't somehow drop below 2570?

I don't have the time or mental energy to check all your maths, but the chain of logic holds at a glance so I assume so if you did the calculations correctly. The damage isn't technically added "for the duration of the spell", it's just added. The spell always had that added damage, just like with the added lightning damage support, it just only matters when the spell tries to hit things.

Also as a general mechanics question at what point would the +50 total mana cost from doedre's malevolence be applied here?

Modifiers to the "total" mana cost happen after anything else that modifies the cost, except for things that override the whole cost to a specific value (which I think only happens in the case of setting it to zero for "no mana cost" effects). So that would add to your 2570 to get 2620.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by epharian

/u/Rory_Rackham If i animate the lingering blades from EK, BV or BF, are those now animated weapons still considered lingering blades? If so, will they explode with Blade Blast? Eg, can I animate my EK lingering blades, wait a minute to get even more on the ground with EK, then explode all of them for a really big burst, then start the cycle over?

Animated lingering blades don't still count as lingering blades, so you can't re-animate them or detonate them with Blade Blast.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Strang_

Do repeats from spellecho/unleash count as triggers or selfcast?

Spell Echo and Unleash count as casting the skill yourself.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Katie_Lyndis

When Blade Blast is supported by Spell Cascade support, does only the initial explosion have the 2 additional area of effects, or will each Lingering Blade exploded with Blade Blast also get the effect of Spell Cascade?

Blade Blast with Spell Cascade only gets the extra area of effects on the initial cast; detonations of other blades won't have the extra areas.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Person454

How does it determine the order? If I have a self blade vortex, a totem blade vortex, and a self bladefall, then will my bladefall blade blasts get increased AoE on them?

The multiplier to AoE is only for Blade Vortex blades detonated, so if they cascade to other blades then no additional area will be applied.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Athenau

So, rune detonations can shotgun?

Also, is it possible to detonate an un-improved rune? If I understand the mechanics correctly, letting even a single tick of rune blast complete would upgrade the rune once.

Edit: I just realized that a single tick might cost less than 24 mana, so in that case the rune wouldn't upgade but would still detonate.

Rune detonations can overlap their area, hitting multiple times. You can detonate un-upgrded runes, so a very short cast is all that is needed to set off the detonation.

about 4 years ago - /u/Rory_Rackham - Direct link

Originally posted by Erreconerre

Do aoe modifiers affect the size of the runes, or only the explosion? Also is crit rolled per stormbind use or per rune?

Area modifiers only apply to the explosions of Stormbind, not the rune sizes. Critical chance should be rolled per rune explosion.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by Wallach

If I'm understanding correctly, does this mean if Arcane Cloak is triggered by Cast When Damage Taken, it will still consume mana just as if it were cast manually?

Yes.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by elkcaps

Sorry, Umpteenth +1 clarification.

After reading this thread, isn’t the added damage portion of Archmage based on the actual mana cost (what you would spend), up to the maximum you could spend?

Using EB would increase the total amount you can spend, allowing Archmage added damage to “max out” at a higher mana cost than using mana alone without EB.

For a scenario where you have 1000 mana (1000 unreserved) and 1000 energy shield:

  • Without EB: the added damage bonus is valid up to a total mana cost of 1000, and the added damage when costing 1000 would be 1270 (127% * 1000)
  • With EB: the added damage bonus is valid up to a total mana cost of 2000, and the added damage when costing 2000 would be 2540 (127% * 2000)

Yes.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by elkcaps

Sorry, Umpteenth +1 clarification.

After reading this thread, isn’t the added damage portion of Archmage based on the actual mana cost (what you would spend), up to the maximum you could spend?

Using EB would increase the total amount you can spend, allowing Archmage added damage to “max out” at a higher mana cost than using mana alone without EB.

For a scenario where you have 1000 mana (1000 unreserved) and 1000 energy shield:

  • Without EB: the added damage bonus is valid up to a total mana cost of 1000, and the added damage when costing 1000 would be 1270 (127% * 1000)
  • With EB: the added damage bonus is valid up to a total mana cost of 2000, and the added damage when costing 2000 would be 2540 (127% * 2000)

Yes.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by PUGgamers

Quick question u/Mark_GGG
Do regular spells snapshot dmg when cast? (I understand the case with long living spells (brands / cremation .. etc)

As such lets use Arc for this example.

For the senario where my spell cast will make my spell cost more than my mana bar. (Cost of cast was 98% max mana, cost after cast is 101% max mana). Will the cast instance of the spell still gain the added damage or is it removed from inflight spell?

If the spell does still benefit then an extension to the question being unleash. Will all of the casts benefit or only the first?

Nothing snapshots this damage.

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by [deleted]

Hey Mark, can I ask for clarification on Storm Brand? I wanted to use it as my starter but some people are telling me that Storm Brand will not keep the (bonus) Added Damage granted by spending a high mana cost for its full duration.

* This build is NOT using Indigon

Lv.20 Storm Brand
Lv.20 Arcane Surge
Lv.20 Concentrated Effect
Lv.20 Elemental Focus
Lv.20 Added Lightning
Lv.20 Archmage

Unreserved Max Mana  = 2021
Mana Cost Multiplier =             x 3.07
Increased Mana Cost  =  10% Incr = x 1.1

Base Mana Cost
0.06*(2021)=121.26

Adjusted Mana Cost
((121.26*3.07)*1.1
= 409.49502‬ = 410

Bonus Lightning Damage = 127% Adj Mana Cost
((121.26*3.07)*1.1)*1.27
= 520.0586754 = 520

Adds 7 to 134 Lightning Damage (From Gem)
Adds 520 to 520 Lightning Damage (From Bonus)
  1. In this example I have 1040/2021 mana
  2. I pay 410 mana to cast Storm Brand number 1
  3. Because I have at least 520 current mana I get 520 Added Lightning Damage. (127% of Mana Cost)
  4. After paying the cost of 410 my mana becomes 630 / 2021
  5. Whenever my Storm Brand activates, as long as my current mana is 520 or more, it will hit with (bonus) 520 Added Lightning Damage because I am still meeting the Archmage mana requirement
  6. I pay 410 mana to cast Storm Brand number 2 when I have 630 / 2021 Mana.
  7. After paying the cost of 410 my mana becomes 220 / 2021
  8. I'm now less than 520 mana and no longer meet the 127% Mana Cost requirement. I lose the (bonus) 520 Added Lightning Damage

If the example above is correct, when was I supposed to pay the cost for my second Brand?

Some players are claiming that Storm Brand won't keep the (bonus) Added Lightning Damage for its full duration.

Please let me know if I'm understanding it correctly, and any steps I'll need to take to properly make a (non Indigon) Storm Brand build dedicated to this support gem.

Thanks a bunch! :D

Current mana never matters for archmage. You can have zero current mana and still get the damage.

You only lose the damage if the skill's mana cost is higher than your unreserved max mana - the max amount you could ever theoretically pay for a cost (while maintaining current reserves).

about 4 years ago - /u/Mark_GGG - Direct link

Originally posted by [deleted]

Awesome, thanks so much! :D

I'm assuming that when you say "the skill's mana cost" you're referring to the 127% version of that cost at Gem Level 20?

And if I pay a boosted mana cost for Storm Brand, as long as that cost is paid, is SB going to get the damage bonus for its full duration, IE, multiple activations?

It doesn't care what cost you paid, it cares what the current cost of the skill is. The one you can see on the skill popup, taking all current cost modifiers into account. If the costs changes, so will the damage.